244,525 Commits over 3,898 Days - 2.61cph!
Fixed glew init when GL is not active (win)
Removed mip clamping from pvt prepass render
Fixed up the HumanUnitView's RandomiseOptions to ensure we never pick an index out of bounds, and that ensures all options are disabled before we enable random options.
Attempt to fix "NetException: This message has already been sent!"
checking in latest texture sources
Fixed assertion weirdness on server startup
Fixed Lerp not lerping when far away
[block_party] started on particle effect for adding spikes
[block_party] changed starting positions
[block_party] blocks get faster as phase increases
recoil basics (not working)
finished the view model anims for the 2handed spear.
sounds and prefabs commited as well
[block_party] added background and tweaked colours
[block_party] tweaked arena wall spike graphics
[block_party] added speed lines to blocks
Animals now accelerate.
Fixed and balanced endurance hunting.
Reduced amount of predator animals spawned.
Animals now tend to flee further.
Animals will now think more frequently if they are moving quickly.
Better behaviour for disabled entities
[block_party] used Add3 in Swatches
[block_party] tweaked smile block invisibility and added particle effect
When loading a HeldEntity, reset the owner
Merge branch 'master' of github.com:Facepunch/arcade
Updated Ape anim meta files
[racer] Roads now have some texture.
Ref images for char02 expressions. PoseC added to Maya scene. Tweaks to Toolbag scene.
Bunch of clientside profiling
Updated lighthouse max file.
Quick and dirty scale tweaking on the lighthouse. Not final.
[racer] Implemented basic dirt particles kicked up when going offroad.
Merged changes from main.
Ops, re-enabled AIHandler trottling.
added 1sr set of material examples to the shader test scene.
Refactored terrain modifier system
Added terrain height modifier
[racer] Car can now detect when it is on the track.